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349 lines (295 loc) · 7.86 KB
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#ifndef BaseLib_Templates_ContextObject_h_Included
#define BaseLib_Templates_ContextObject_h_Included
#include"BaseLib/Templates/BaseTypes.h"
#include"BaseLib/Templates/BasePtrTypes.h"
namespace BaseLib { namespace Templates
{
// --------------------------------------------------------
// Default values to ContextObject can be these "NoOp" classes
// --------------------------------------------------------
class NullTransientState
{
public:
NullTransientState() {}
~NullTransientState() {}
};
class NullCriticalState
{
public:
NullCriticalState() {}
~NullCriticalState() {}
};
class NullConfig
{
public:
NullConfig() {}
~NullConfig() {}
};
/**
* ContextObject is designed after the software design pattern "Context Object".
*
* Config = configuration, policies, qos, strategies, etc
* State = object state that develops in its lifetime, but not critical to persist
* CriticalState = object and system state that is critical for the entire system
*
* TODO:
* data = objects internal data vital to its operation, i.e., not state machine stuff.
*
* sm = Access to state machine objects
* sm().config = Access to state policies to be applied in state machine
* sm().status = Object's status, i.e., count, time, etc, to be used in a state machine
* sn().state = Object's state, i.e., current state in the state machine.
* Can be an implementation of an interface for all states possible in a state machine
*
* TODO: Introduce Factory/Builder for construction as a static
* - Factory factory();
* - Builder builder();
*
* TODO: Introduce Status which is the "object's Status object, i.e., state in a state machine"
* TODO: Instead of state() use data() for object's internals that are to be made accessible
*
*
*/
template <typename Config, typename State, typename CriticalState = NullCriticalState>
class ContextObject
{
public:
ContextObject(const Config &config, const State &transientState, const CriticalState &criticalState)
: config_(config)
, state_(transientState)
, criticalState_(criticalState)
{}
ContextObject(const Config &config, const State &transientState)
: config_(config)
, state_(transientState)
, criticalState_()
{}
ContextObject(const Config &config)
: config_(config)
, state_()
, criticalState_()
{}
ContextObject()
: config_()
, state_()
, criticalState_()
{}
virtual ~ContextObject()
{}
// ---------------------------------------------
// Config getter and setter
// ---------------------------------------------
Config& config()
{
return config_.delegate();
}
const Config& config() const
{
return config_.delegate();
}
void setConfig(const Config &config)
{
config_.Set(config);
}
// ---------------------------------------------
// CriticalState getter and setter
// ---------------------------------------------
CriticalState& critical()
{
return criticalState_.delegate();
}
const CriticalState& critical() const
{
return criticalState_.delegate();
}
void setCritical(const CriticalState &criticalState)
{
criticalState_.Set(criticalState);
}
// ---------------------------------------------
// TransientState getter and setter
// ---------------------------------------------
State& state()
{
return state_.delegate();
}
const State& state() const
{
return state_.delegate();
}
void setState(const State &state)
{
state_.Set(state);
}
private:
/**
* @brief config_
*/
ComparableMutableType<Config> config_;
/**
* @brief transientState_
*/
ComparableMutableType<State> state_;
/**
* @brief criticalState_
*/
ComparableMutableType<CriticalState> criticalState_;
};
/**
* ContextObjectPtr is designed after the software design pattern "Context Object".
*
* Config = configuration, policies, qos, strategies, etc
* TransientState = object state that develops in its lifetime, but not critical to persist
* CriticalState = object and system state that is critical for the entire system
*/
template <typename Config, typename State, typename CriticalState = NullCriticalState>
class ContextObjectPtr
{
public:
ContextObjectPtr(Config *config, State *transientState, CriticalState *criticalState)
: config_(config)
, state_(transientState)
, criticalState_(criticalState)
{}
ContextObjectPtr(Config *config, State *transientState)
: config_(config)
, state_(transientState)
, criticalState_(new NullCriticalState())
{}
// ContextObjectPtr(Config *config)
// : config_(config)
// , state_()
// , criticalState_(new NullCriticalState())
// {}
// ContextObjectPtr()
// : config_(new NullConfig())
// , state_(new NullTransientState())
// , criticalState_(new NullCriticalState())
// {}
virtual ~ContextObjectPtr()
{
delete config_.Clone();
delete state_.Clone();
delete criticalState_.Clone();
// delete config_;
// delete state_;
// delete criticalState_;
// config_ = nullptr;
// state_ = nullptr;
// criticalState_ = nullptr;
}
// ---------------------------------------------
// Config getter and setter
// ---------------------------------------------
// Config& config()
// {
// return config_.delegate();
// }
const Config& config() const
{
return config_.delegate();
}
// void setConfig(const Config &config)
// {
// config_.Set(config);
// }
// ---------------------------------------------
// CriticalState getter and setter
// ---------------------------------------------
CriticalState& critical()
{
return criticalState_.delegate();
}
const CriticalState& critical() const
{
return criticalState_.delegate();
}
void setCritical(CriticalState *criticalState)
{
criticalState_.Set(criticalState);
}
// ---------------------------------------------
// TransientState getter and setter
// ---------------------------------------------
State& state()
{
return state_.delegate();
}
const State& state() const
{
return state_.delegate();
}
void setState(State *state)
{
state_.Set(state);
}
private:
/**
* @brief config_
*/
ImmutableTypePtr<Config> config_;
/**
* @brief transientState_
*/
MutableTypePtr<State> state_;
/**
* @brief criticalState_
*/
MutableTypePtr<CriticalState> criticalState_;
};
/**
* @brief The ContextData class
*/
template <typename T>
class ContextData
{
public:
ContextData()
: value_()
{}
ContextData(const T &value)
: value_(value)
{}
// ---------------------------------------------
// Data getter and setter
// ---------------------------------------------
T& context()
{
return value_.delegate();
}
const T& context() const
{
return value_.delegate();
}
void setContext(const T& value)
{
value_.Set(value);
}
private:
/**
* @brief value_
*/
ComparableMutableType<T> value_;
};
/**
* @brief The ContextPolicy class
*
* TODO: Check out the DDS qos with specialized policy functions.
*/
template <typename T>
class ContextPolicy
: protected ComparableImmutableType<T>
{
public:
ContextPolicy(T policy)
: ComparableImmutableType<T>(policy)
{}
virtual ~ContextPolicy()
{}
const T& policy() const
{
return this->delegate();
}
};
}}
#endif